I was previously using Glide but it gave me too many OOMs. Then I started using Fresco from facebook. Still I am getting OOMs.
I am using Fresco in recylerviews. I have tried the following
holder.image.setImageURI(item.getImageUrl());
and
ImageRequestBuilder imageRequestBuilder = ImageRequestBuilder.newBuilderWithSource(Uri.parse(item.getImageUrl()));
DraweeController draweeController = Fresco.newDraweeControllerBuilder()
.setOldController(holder.image.getController())
.setAutoPlayAnimations(true)
.build();
hold.image.setController(draweeController);
Can anyone tell me why the bitmaps aren't getting recycled (I assumed that to be the problem)?
After checking Memory usage, I found that the Java code part keeps on increasing
Maybe you should resize your images in the backend before you request and paint into recyclerview, but also you can make recyclerview caches a couple of views with this line (as example): mRecycler.setItemViewCacheSize(20)
Related
I am displaying images from the internet in a vertical ListView. I fetch the images using http.get (not using cached network image cuz I do not want to cache the images). Then I insert the image Uint8List into image.memory(). What happens is that as the user scrolls the list and images are loading, the ram keeps increasing until the whole app crashes. Any ideas what to do ?
Yeah, this is the normal behavior. I don't know why exactly. My theory is that the images by default are disposed if the dart objects holding references to them are garbage collected rather then when the widgets are knocked off the widgets tree, but don't take my word for it- that's just my personal reasoning. It may be completely wrong.
To get around this, I use Extended Image pakcage It's constructors take a bool clearMemoryCacheWhenDispose which disposes of images in RAM in scroll lists. You may do that or visit the package code to see how he's doing it, and replicate it.
Other advice I can give is to make sure your images are of the appropriate size. If you are loading your images locally check this part of the documentation to have different dimensions selected for different screen sizes https://flutter.dev/docs/development/ui/assets-and-images#loading-images
If you are fetching your images from network which is more likely, make sure their sizes are appropriate, and have different sizes served if you can. If you don't have control over that set cacheWidth and cacheHeight in Image.memory these will reduce the cached image in memory (RAM). You see by default Flutter caches images in full resolution despite their apparent size in the device/app. For example if you want your image to display in 200x200 box then set cacheWidth to 200 * window.devicePixelRatio.ceil() you will find window in dart:ui, and if you only set cacheWidth, the ratio of your images will remain true. Same true if you only set cacheHeight. Also do use ListView.builder as suggested.
I am disappointed at how little is said about this in Flutter docs. Most of the time people discover this problem when their apps start crashing. Do check your dev tools regularly for memory consumption. It's the best indicator out there.
Cheers and good luck
I was having the same issue and found a fix thanks to #moneer!
Context:
Users in my app can create shared image galleries which can easily contain several hundred images. Those are all displayed in a SliverGrid widget. When users scrolled down the list, too many images were loaded into RAM and the app would crash.
Things I had already implemented:
Image resizing on the server side and getting the appropriate sized images on the client based on the device pixel ratio and the tile size in the gallery
I made sure that my image widgets were properly disposing when out of view, but the memory size kept building up as the user scrolled through all the images anyway
Implement cacheHeight to limit the size of the cached image to the exact size of the displayed image
All these things helped but the app would eventually still crash every time the user scrolled down far enough.
The fix:
After some googling I stumbled upon this thread and tried the extended_image_package as #moneer suggested. Setting the clearMemoryCacheWhenDispose flag to true fixed the issue of the app crashing as it was now properly clearing the images from memory when they were out of view. Hooray! However, in my app users can tap on an image and the app navigates to an image detail page with a nice Hero animation. When navigating back the image would rebuild and this would cause a rebuild 'flicker'. Not that nice to look at and kind of distracting.
I then noticed that there's also an enableMemoryCache flag. I tried setting this to false and that seems to work nicely for me. The Network tab in Dart DevTools seems to show that all images are only fetched from the network once when scrolling up and down the gallery multiple times. The app does not crash anymore.
I'll have to more testing to see if this leads to any performance issues (if you can think of any please let me know).
The final code:
ExtendedImage.network(
_imageUrl,
cacheHeight: _tileDimension,
fit: BoxFit.cover,
cache: true, // store in cache
enableMemoryCache: false, // do not store in memory
enableLoadState: false, // hide spinner
)
I had a similar issue when I loaded images from files in a ListView.
[left-side: old code, right-side: new code]
The first huge improvement for me: not to load the whole list at once
ListView(children:[...]) ---> ListView.builder(...).
The second improvement was that images are no longer loaded at full-size:
Image.file("/path") ---> Image.file("/path", cacheWidth: X, cacheHeight: Y)
These two things solved my memory problems completely
Ideally caching happens kind of by default after some conditions are fulfilled. So its upon your app to be responsible to handle and control how the caching will happen.
Checkout this answer
https://stackoverflow.com/a/24476099/12264865
I am creating a simple photo catalogue application for macOS to see whether the latest APIs can significantly improve performance of loading directories with large numbers of images.
So far it looks pretty promising and loading around 600 45MB RAW image thumbnails using QLThumbnailGenerator and CGImageSourceCreateWithURL is super fast allowing thumbnail images and image metadata to be displayed almost instantly.
Displaying these images in a NSCollectionView using a CALayer in the NSCollectionViewItem's view also appears to be extremely fast and scrolling is very smooth.
I did find that QLThumbnailGeneratorseems to start failing after a few hundred images and starts returning error code 108 if I call the api in a continuous loop - I fixed that by calling CGImageSourceCopyPropertiesAtIndex immediately after the thumbnail generator api call - so maybe there is a timing issue or not enough file handles or something if the api is called to quickly and for too long.
However I am still having trouble rendering a full sized image to the display - here I am using a NSScrollView with a layer backed NSView documentView. Everything is super fast until the following call:
view.layer.contents = cgImage
And at this point the entire main thread hangs until the image has loaded - and this may take a few seconds.
Once it has loaded it's fine and zooming in and out by changing the documentView frame size is very fast - scrolling around the full size image is also super smooth without any of the typical hiccups.
Is there a way of loading these images without causing the UI to freeze ?
I've seen the recent WWDC2020 session where they demonstrate similar scrolling of large numbers of images but I haven't been able to find anything useful on loading large images other than CATiledLayer - but it's not really clear if that is the right answer for this problem.
The old Apple sample RawExpose seemed to be an option but most of that code is deprecated and it seems one has to use MetalKit not instead of GLKit - unfortunately there is no example of using MetaKit with Core Image that I can find.
FYI - I tried using some the new SwiftUI CollectionView and List but they seem to be significantly slower than AppKit and I found some of the collection view items never render - of course these could just be bugs in the macOS 11 beta.
OK - well I finally figured it out and it's complicated but simple. It's complicated because there are so many options to choose from and so many outdated sample apps to look at. In any event I think I have solved most if not all the issues related to using metal backed CALayers and rendering realtime updates of the images as CIFilter adjustments are applied. There are many pieces to the puzzle and happy to share if anyone is looking for help.
Some key pointers:
I am using CAMetalLayer and NSView
I override the CAMetalLayer.display(layer:) method and call the layer.setNeedsDisplay() when the user slides an adjustment slider.
I chain together all the CIFilters, including the RAW filter created with CIFilter(imageUrl:)
Most importantly I use the RAW filters scaleFactor parameter to size the image - encountered major performance issues using any other method to resize the image for the views size
Don't expect high performance if the image is zoomed right in - 50% is seems to be the limit for 45megapixel RAW imaged from Nikon D850.
A short video of the result is here https://youtu.be/5wp0CIWAoIM
I would like an easy approach to preload/cache all of my static image assets so that they can be rendered/served without a delay.
I've seen that there is a precacheImage() call that can be used to pre-load/cache the AssetImage. This needs a context and it is recommended to call this in the didChangeDependencies() override.
Shouldn't there be a way to make this easier and more general? My app uses a total of 1.5 MB of image data (and I've included 2.0x and 3.0x upscaled versions in that number). PNG images that are 50 KB (and no upscaled versions) takes a noticeable amount of time to display, maybe 300-600ms on both emulator and fast devices. These are local assets, not fetched over the network. I find that irritating and I'm frustrated that there isn't a better way to handle this?
I've also seen the tip to use FadeInImage but again - it's not really what I'm looking for.
I'm displaying the image in a stateless widget (a custom button). It's not possible to use precacheImage in a stateless widget afaik. So I'd need to build the Image.asset() in my parent widget, call precacheImage and then pass the image widget to my stateless widget and render it in build - this is cumbersome.
Furthermore, the images will be displayed in different places (different parent widgets). Sometimes the image widgets differ in size between widgets and since size is parameters to Image.asset() I guess I would need to precache each unique size and pass these precached image widgets around. Isn't it possible to tell Flutter to "cache" the data of the PNG so that when the Image.asset is requested it reads the PNG from cache - without having to pass around precached image widgets?
I would like a "precacheAllImageAssets()call or callprecacheImage()` with a string so that each Image.asset() that references that same asset would be cached.
I guess that Flutter internally caches the image widget (including it's size and other properties) as some internal render object that is cached. Thus pre-caching two different sizes of the same image would require two different caches. With that being said - I'd still want a precacheAllImageAssets() call that could at least read the PNG data into memory and just serve it quicker even if would need to do some processing to get the PNG data to an actual widget with a size before it could be rendered. With such a cache I could maybe get a render delay of < 50 ms instead of the current 300-600 ms.
Any idea if this is possible? If not possible - am I missing something obvious or could this be a (likely) future improvement of the Flutter framework?
Here is my similar precacheAllImageAssets(), but you need to list all image path by yourself.
final List _allAsset = [
///tabbar
'images/tabbar/tabar_personal.png',
'images/tabbar/tabar_personal_slt.png',
'images/tabbar/tabar_home.png',
'images/tabbar/tabar_home_slt.png',
'images/...'
'images/...'
}
void main() {
final binding = WidgetsFlutterBinding.ensureInitialized();
binding.addPostFrameCallback((_) async {
BuildContext context = binding.renderViewElement;
if(context != null)
{
for(var asset in _allAsset)
{
precacheImage(AssetImage(asset), context);
}
}
});
}
UPDATE: after some research I've figured out that previous version of my answer was not correct. Here is relevant one (you can see old one in edit history).
You do not need to use same ImageProvider for images to precache. So you can run precacheImage() at init time and then create another image with same path and it is gonna be obtained from cache (if it was not cleared one way on another).
Internally precacheImage() uses ImageProvider.obtainKey() which is pair of (imagePath, scale) as a key to store image in in-memory cache. So as long as you are using same key it does not matter which instance of ImageProvider/Image you are using.
For futher insights you can inspect ImageCache documentation. Specifically, take a look at putIfAbsent() method as it's main caching endpoint. To understand how images generate their key (at which they are stored in ImageCache) try to start with ImageProvider class and then look into it's implementations.
I am having some memory issues with our android app when handling bitmaps (duh!).
We are having multiple activities loading images from a server, this could be a background image for the activity.
This background image could be the same for multiple activities, and right now each activity is loading its own background image.
This means if the flow is ac1->ac2->ac3->ac4 the same image will be loaded 4 times and using 4x memory.
How do I optimize imagehandling for this scenario? Do I create an image cache where the image is stored and then each activity ask the cache first for images. If this is the case, how do I know when to garbage collect the image from the cache?
Any suggestions, link to good tutorials or similar is highly appreciated.
Regards
EDIT:
When downloading images for the device the exact sizes is used, meaning that if the ui element needs an 100x100 pixel image it gets that size and therefore no need for scaling. So i am not sure about downscaling the image when loading it into the memory. Maybe it is needed to unload images in the activity when moving on the the next and then reload when going back.
One thing you might want to try is scaling down your bitmaps (make a thumbnail) to a size that is more appropriate to your device. It's pretty easy to quickly use up all the RAM on an Android device with a bitmap if you don't scale it down. This recipe shows how to do so on the fly. You could adapt this to save the images to disk.
You could also create your own implementation of the LRUCache to cache the images for your app.
After ready your update I will give you an other tip then.
I can still post the patch too if people want that..
What you need to do with those bitmaps is call them with a using block. That way Android will unload the bitmap as soon as that block is executed.
Example:
using(Bitmap usedBitmap = new Bitmap()){
//Do stuff with the Bitmap here
//You can call usedBitmap.Dispose() but it's not really needed
}
With this code your app shouldn't keep all the used bitmaps in memory.
Interesting problem here - I'm making a small game using Flex 3 - now I have a static ImageAccess class, which first loads up all images and stores them in a static array for quicker access in the future.
Now since I address the physical bitmapdata without calling Clone() (for efficiency issues) and once by accident I've written directly onto the bitmapdata.
Now the weird part - Flex uses some kind of weird caching and stores the bitmap with the new changes made to it - no matter what I do (restart Flex Builder, delete my cache, restart browser) the bitmap data is still loaded with the extra info (even though the image is without all that data).
Please help :D
Can you give more details about what extra info you're talking about?
Correct me if I'm wrong but Flex doesn't cache anything as such, the browser does, in any case , viewing with another browser should display the original image. If it doesn't , you may consider the possibility of some forgotten function still acting on the original bitmap... have you tried viewing the application in another browser by the way?
there's also the possibility of the original image being corrupted for whatever reason...